Detailed Description

NOT CURRENTLY IN USE.

An AnimMesh is an attachment to an aiMesh stores per-vertex animations for a particular frame.

You may think of an aiAnimMesh as a patch for the host mesh, which replaces only certain vertex data streams at a particular time. Each mesh stores n attached attached meshes (aiMesh::mAnimMeshes). The actual relationship between the time line and anim meshes is established by aiMeshAnim, which references singular mesh attachments by their ID and binds them to a time offset.

Constructor & Destructor Documentation

aiAnimMesh::aiAnimMesh

(

)

inline

aiAnimMesh::~aiAnimMesh

(

)

inline

Member Function Documentation

bool aiAnimMesh::HasNormals

(

)

const

inline

Check whether the anim mesh overrides the vertex normals of its host mesh.

bool aiAnimMesh::HasPositions

(

)

const

inline

Check whether the anim mesh overrides the vertex positions of its host mesh.

bool aiAnimMesh::HasTangentsAndBitangents

(

)

const

inline

Check whether the anim mesh overrides the vertex tangents and bitangents of its host mesh.

The number of vertices in the aiAnimMesh, and thus the length of all the member arrays.

This has always the same value as the mNumVertices property in the corresponding aiMesh. It is duplicated here merely to make the length of the member arrays accessible even if the aiMesh is not known, e.g. from language bindings.

If this array is non-NULL, it must contain mNumVertices entries. The corresponding array in the host mesh must be non-NULL as well - animation meshes may neither add or nor remove vertex components (if a replacement array is NULL and the corresponding source array is not, the source data is taken instead)

The documentation for this struct was generated from the following file: